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Author Topic: More Graveyard Options  (Read 1244 times)

Jake

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More Graveyard Options
« on: March 26, 2010, 07:27:01 pm »

I don't know if this has been suggested before, but how about changing coffin settings so you can permit/forbid dwarves and pets individually, and also the option to assign tombs to named animals? Dwarves could then be buried with their pets when they die, and a particularly heroic war dog could be commemorated with hits own fine burial chamber.

A third option I'd like to see is an option for graves to be made available for invaders, with an effect on diplomacy; treating slain enemies honourably might encourage an early peace offer, whilst tossing them into the refuse heap to rot and carving their bones into trade goods and crossbow bolts would increase the intensity of sieges. Eating them would of course piss everyone off still more. ;)
For maximum flexibility I'd suggest an options screen to set whether or not merchants and guards, invasion forces and thieves and snatchers from each race are buried or dumped if they die. Possibly with some sort of game benefit like a reduced instance of ambushes and break-in attempts and more amenable merchants if you bury them decently?
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I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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Darkness3313

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Re: More Graveyard Options
« Reply #1 on: March 26, 2010, 07:33:58 pm »

I don't know if this has been suggested before, but how about changing coffin settings so you can permit/forbid dwarves and pets individually, and also the option to assign tombs to named animals? Dwarves could then be buried with their pets when they die, and a particularly heroic war dog could be commemorated with hits own fine burial chamber.

A third option I'd like to see is an option for graves to be made available for invaders, with an effect on diplomacy; treating slain enemies honourably might encourage an early peace offer, whilst tossing them into the refuse heap to rot and carving their bones into trade goods and crossbow bolts would increase the intensity of sieges. Eating them would of course piss everyone off still more. ;)
For maximum flexibility I'd suggest an options screen to set whether or not merchants and guards, invasion forces and thieves and snatchers from each race are buried or dumped if they die. Possibly with some sort of game benefit like a reduced instance of ambushes and break-in attempts and more amenable merchants if you bury them decently?

I fully endorse this product or service.

This sounds like it could be an interesting Mechanic and would make dead bodies less like dead weight(No pun intended) and it really reflects how realistic this game is, and I would believe Toady has thought about this before or possibly has it planned.
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Safe-Keeper

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Re: More Graveyard Options
« Reply #2 on: March 26, 2010, 07:34:57 pm »

The burial system is pretty ridiculous at the moment. Throwing allied dead in the refuse pit and not being able to designate graves for specific dwarves except on a personal basis (I'd like an option to, say, assign a grave to "Any dwarf fallen in battle", "Any Legendary dwarf", or "any adult/child/male/female") are both things I hope will be fixed soon. I know Toady's got a lot on his plate, but they are a bit of a nuisance.
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deoxy

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Re: More Graveyard Options
« Reply #3 on: March 26, 2010, 07:51:49 pm »

Nice ideas.  What I'd REALLY like, though, is for things to, at some point, FALL OFF THE BLOODY BURIAL LIST.

Urist McGoblinbait has a pet, Tiny the camel.  Tiny dies, doesn't get buried, rots, the bones eventually disappear... a season or two later, Urist has completely gotten over it.  Two years later, Urist is killed by goblins (oddly enough).  Two years after that, I designate a coffin for pets, and Tiny gets it.

WTF?!?  NOBODY cares about bloody Tiny anymore.  There's nothing of him left to put in the coffin, the owner of said pet got over it a long time ago AND IS DEAD NOW.

Dwarves are, to a lesser extent, the same.  Lose a dwarf to a siege that sits around outside for a couple of seasons, have another siege shortly after that... yeah, the body is long gone.  SO!  Let's give the dead guy (that nobody knew anyway, because it was a migrant that had appeared a moment before the siege and never even made it inside to meet anyone) a coffin.

Eh.  I mean, I understand that it's just a list, and anything else is a bit more complicated, but... it's really annoying.
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Darkness3313

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Re: More Graveyard Options
« Reply #4 on: March 26, 2010, 08:06:51 pm »

Nice ideas.  What I'd REALLY like, though, is for things to, at some point, FALL OFF THE BLOODY BURIAL LIST.

Urist McGoblinbait has a pet, Tiny the camel.  Tiny dies, doesn't get buried, rots, the bones eventually disappear... a season or two later, Urist has completely gotten over it.  Two years later, Urist is killed by goblins (oddly enough).  Two years after that, I designate a coffin for pets, and Tiny gets it.

WTF?!?  NOBODY cares about bloody Tiny anymore.  There's nothing of him left to put in the coffin, the owner of said pet got over it a long time ago AND IS DEAD NOW.

Dwarves are, to a lesser extent, the same.  Lose a dwarf to a siege that sits around outside for a couple of seasons, have another siege shortly after that... yeah, the body is long gone.  SO!  Let's give the dead guy (that nobody knew anyway, because it was a migrant that had appeared a moment before the siege and never even made it inside to meet anyone) a coffin.

Eh.  I mean, I understand that it's just a list, and anything else is a bit more complicated, but... it's really annoying.

I agree, an event should trigger to remove them once the body has fully rotted.
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Re: More Graveyard Options
« Reply #5 on: March 26, 2010, 08:58:46 pm »

Oh, deoxy, you narrow-minded cynic, have you never heard of souls? Do you really think those things should just float around homeless for eternity? Are the future traumas of your dwarves from living in a fortress haunted by Tiny, the skeletal camel spectre, of no concern to you?

:starts whacking deoxy over the head with a log: Tiny's soul is in the coffin! :whack: His soul! :whack: Tiny is now finally in Camel Paradise :whackety: with the son of the Camel God, who was butchered :whack: and turned into a pair of :whack: €Camel leather sandals€ :ka-whack: for Tiny's sins! :keeps rambling on, chasing deoxy down the hallway while applying steady blows with log:
« Last Edit: March 26, 2010, 09:04:16 pm by Safe-Keeper »
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Jake

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Re: More Graveyard Options
« Reply #6 on: March 26, 2010, 09:32:35 pm »

Oh, deoxy, you narrow-minded cynic, have you never heard of souls?
Oddly enough, "souls" are going into the next update....
And come to think of it, some kind of empty-casket funeral mechanic to mitigate negative thoughts suffered by the loved ones of dwarves whose bodies cannot be recovered would also be a good idea. A 'mark for cremation' option might also be useful as an alternative to 'mark for dumping' on maps with magma; the difference would have to be left rather abstract for a few versions, but for one of them the dead dwarf gets the proper words said over their body and thus the next-of-kin consider that the formalities have been observed.
A 'mark for cremation' option without a convenient magma pool would have to wait until the AI and physics engine handle fire a bit better.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Strife26

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Re: More Graveyard Options
« Reply #7 on: March 26, 2010, 11:20:04 pm »

A 'mark for cremation' option without a convenient magma pool would have to wait until the AI and physics engine handle fire a bit better.

Oh, Jake, you narrow-minded cynic, have you never heard of fun? Just imagine the sheer awesomeness if you were to mod dwarves to have highly flammable blood (actual booze, possibly?).

Kogash: We now send our dearly departed Urist on to the realm of Jewelbanner, the dwarven god of death.
*Bagpipes*
Kogash: I think that I should get a drink now.

Urist McDoctor: Glee! I get to try my dabbling skills at burn healing!
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NW_Kohaku

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Re: More Graveyard Options
« Reply #8 on: March 26, 2010, 11:55:57 pm »

BAH! All you need is a Proper Dwarven Funeral, and all your graveyard problems are over!

Simply set up a row of tombs filled with a coffin, a chest, and a cabinet so as to hold all their personal effects.  Leave some general coffins open, but if someone looks about to die for some reason (like, say, they're surrounded by goblins and unconscious), assign that tomb to them so that their clothing and trade goods get buried with them. 

Once buried, flip the first lever outside the tomb, and flood the whole place with magma.  The coffin, the cabinet, the chest, the bones, the clothes all melt/disintigrate.  Then dump water on it from above.  Now, carve out your new obsidian, and build something fitting with it, like a statue of the dead dwarf made of the obsidian his ashes now reside within, and make that statue part of your Great Hall.

Freakin' dumping people in a casket and forgetting about them is for humans!  Incenerating your dwarves' bodies, and letting their ashes live on in your Great Hall is for REAL DWARVES!
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deoxy

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Re: More Graveyard Options
« Reply #9 on: March 27, 2010, 12:04:01 am »

That's all well and good...

Except

When you make more coffins, the guys you just cremated will get new coffins assigned to them.  This is really the worst part of the problem... if you could somehow get rid of them after they've HAD a coffin for a while (especially pets), well, fine.  If you could even get rid of them WITH their coffin (dump in chasm, magma, atom-smash, trade away, whatever) and they wouldn't get a new one, that would be ok with me.

It's that, darn it, if they don't have a coffin NOW, they will get one.  And the guy who's just died and about to rot can just WAIT.... while we assign coffins to named empty space.
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NW_Kohaku

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Re: More Graveyard Options
« Reply #10 on: March 27, 2010, 12:11:24 am »

Wait, they get assigned coffins even after their body is completely destroyed?
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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Acanthus117

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Re: More Graveyard Options
« Reply #11 on: March 27, 2010, 12:15:33 am »

I would also like being able to craft tombstones that tell anyone what the dead dwarf/human/pet/whatever did in life. It would be nice in Adv. mode...
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smokingwreckage

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Re: More Graveyard Options
« Reply #12 on: March 27, 2010, 12:53:30 am »

Surely a stone casket could automatically get glyphs to tell:

- lifetime kills
- any artifacts made (maybe masterworks?)
- total wealth produced
- any noble positions held
- some sort of genealogy of configurable depth.
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Re: More Graveyard Options
« Reply #13 on: March 27, 2010, 01:23:13 am »

Quote
And come to think of it, some kind of empty-casket funeral mechanic to mitigate negative thoughts suffered by the loved ones of dwarves whose bodies cannot be recovered would also be a good idea. A 'mark for cremation' option might also be useful as an alternative to 'mark for dumping' on maps with magma; the difference would have to be left rather abstract for a few versions, but for one of them the dead dwarf gets the proper words said over their body and thus the next-of-kin consider that the formalities have been observed.
A 'mark for cremation' option without a convenient magma pool would have to wait until the AI and physics engine handle fire a bit better.
I love it when people have good ideas accidentally. Yes, funerals without bodies, and for that matter memorials, would be a good addition. They'd not be as good as having the actual body buried, but they'd mitigate the unhappy thoughts somewhat.

Quote
Kogash: We now send our dearly departed Urist on to the realm of Jewelbanner, the dwarven god of death.
*Bagpipes*
Kogash: I think that I should get a drink now.
:D
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Hakar

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Re: More Graveyard Options
« Reply #14 on: March 27, 2010, 09:06:37 am »

I'd love to have the ability to assign tombs to dead dwarfs.
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